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Rune Knights were fighters that enhanced their martial prowess using the supernatural power of runes.[1]
Activities[]
Rune knights engaged in increasing their knowledge about rune carving and the general use of runes to enhance martial abilities.[1] They also learnt how to use smithing tools and how to speak, read, and write Jotun.[1][2]
Culture[]
The ancient practice of enhancing abilities with runes originated with giant[2] artisans[1]. Many rune knights likely learned their methods first or second hand from such a mystical craftsman. Some found a giant's work carved into a hill or cave, while others learned of the runes from a sage, or met a giant in person. Regardless they studied the giant's craft and learned how to apply magic runes to empower their equipment.[1]
Abilities[]
Rune knights were proficient with smith’s tools, and knew to speak, read, and write Giantish. They were also adept at using shields, any armor, simple weapons and martial weapons.[1][2][3]
These fighters could use magic runes to enhance their gear (weapons, a suit of armor, a shield, a piece of jewelry, or something else they could wear or hold in a hand) by rune carving. Rune carving worked through touch. By touching an object a rune knight inscribed a rune onto it. The rune remained on an object for some time, and an object could only bear one such rune at a time. With practice, rune carving became easier for rune knights.[1]
Rune knights could choose from many different runes, each with very different effects.[1]
Notable magic runes[]
- Cloud runes, these runes emulated the deceptive magic used by some cloud giants.[1][4] While wearing or carrying an object inscribed with this rune, users had an easier time when performing sleight of hand or practicing deception. It also allowed the owner to transfer successful attack on them or others within 30 feet (9.1 meters) to other targets within 30 feet (9.1 meters) of the knight. This magic could transfer an attack's effects regardless of the attack's range. Once this redirection effect was used, some time had to pass before it could be used again.[1]
- Fire Runes, these rune's magic channeled the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, the holders proficiency increased when it comes to using tools. In addition, when they hit a creature with an attack using a weapon, they could invoke the rune to summon fiery shackles: which inflicted fire damage and restrained the opponent, dealing more fire damage with time. Opponents could escape before the whole minute passed. Once this effect was used, some time had to pass before it could be used again.[1]
- Frost runes, these rune's magic evokes the might of those who survive in the wintry wilderness[5], such as frost giants.[1] While wearing or carrying an object inscribed with this rune, rune knights became more adept at animal handling and intimidation. In addition, a rune knight could invoke the rune to increase their sturdiness. For 10 minutes, they gained a bonus to resist negative effects using strength or constitution. Once this effect was used, some time had to pass before it could be used again.[1]
- Stone runes, these rune's magic channeled the good judgment[6] associated with stone giants.[1] While wearing or carrying an object inscribed with this rune, the knights became more insightful and received darkvision out to a range of 120 feet. When invoked the rune could lead to a creature being charmed for 1 minute. While charmed in this way, the creature was incapacitated, descending into a dreamy stupor. Once the rune was invoked, some time had to pass before it could be used again.[1]
- Hill runes, these runes were only available to more powerful rune knights. This rune's magic bestowed a resilience[7] reminiscent of a hill giant.[1] While wearing or carrying an object that bore this rune, rune knights became more resistant against being poisoned, and had resistance against damage from poisons. Once invoked, the user, gained some resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once the rune was invoked, some time had to pass before it could be used again.[1]
- Storm runes, these runes were only available to more powerful rune knights. Using this rune, they could glimpse the future[8] like a storm giant seer. While wearing or carrying an object inscribed with this rune, they became more proficient in arcane matters, and couldn't be surprised as long as they weren't incapacitated. When invoked, rune knights could enter a prophetic state for 1 minute or until they were incapacitated. This allowed them to better prepare for and individuals defenses and any incoming attacks. Once the rune was invoked, some time had to pass before it could be used again.[1]
Rune knights could imbue themselves with the might of giants for 1 minute. By doing so they became large sized (if they weren't large and if there was enough space), stronger and make more destructive attacks with weapons or their hands.[1]
They could potentially use this ability multiple times a day. The knights were also able to invoke runic shields to potentially protect their allies from successful attacks by making the attacks fail. They could potentially use this ability multiple times a day.[1]
Especially mighty rune knights became permanently altered by the rune magic.They became more powerful when imbuing themselves with the might of giants and grew to huge sizes (if they weren't huge and if there was enough space).[1]
History[]
The practice of rune carving which is used extensively by rune knights is based on ancient rune based magic[1] that was used by giants for many years.[1][9]
Appendix[]
References[]
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 Jeremy Crawford (November 17, 2020). Tasha's Cauldron of Everything. (Wizards of the Coast). ISBN 978-0786967025.
- ↑ 2.0 2.1 2.2 Ray Winninger (September 1995). Giantcraft. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 9. ISBN 0-7869-0163-2.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast). ISBN 978-0-7869-6560-1.
- ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 120–121. ISBN 0-7869-2893-X.
- ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 122. ISBN 0-7869-2893-X.
- ↑ Mike Mearls, et al. (November 2016). Volo's Guide to Monsters. Edited by Jeremy Crawford, et al. (Wizards of the Coast), p. 22. ISBN 978-0786966011.
- ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 123–124. ISBN 0-7869-2893-X.
- ↑ Mike Mearls, et al. (November 2016). Volo's Guide to Monsters. Edited by Jeremy Crawford, et al. (Wizards of the Coast), pp. 18–22, 31–33. ISBN 978-0786966011.
- ↑ Ray Winninger (September 1995). Giantcraft. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 59. ISBN 0-7869-0163-2.